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KAJIAN IMPLEMENTASI E-LEARNING BERDASARKAN TINGKAT KESIAPAN PESERTA E-LEARNING Hasanah, Siti; Nurdin, Enjang Ali; Herbert, Herbert
Prosiding KOMMIT 2014
Publisher : Prosiding KOMMIT

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Implementasi sistem e-learning banyak dilakukan di beberapa institusi termasukFPMIPA UPI. Evaluasi dan pengukuran kesiapan peserta e-learning pun mulaibanyak dilakukan. Penelitian ini bertujuan untuk mengkombinasikan empatkategori kesiapan peserta e-learning yang diadopsi dari penelitian-penelitiansebelumnya sebagai upaya menemukan model pengukuran yang ideal. Keempatkategori kesiapan merupakan kombinasi dari akses teknologi, keahlian internetdan komputer, motivasi serta gaya belajar yang kemudian dibuat ke dalamsebuah model struktural beserta 17 indikator penyusunnya. Pengumpulan datadilakukan dengan menggunakan kuesioner online yang dibangun berdampingandengan model. Selanjutnya model dikonfirmasi menggunakan teknik analisismodel persamaan struktural dengan jumlah responden 223 orang yang terdiridari mahasiswa tingkat tiga dan empat. Dari hasil analisis berbantuan perangkatlunak analisis SEM didapati bahwa model berhasil divalidasi dan keempatkategori terbukti memiliki hubungan. Dengan skala pengukuran Aydin dan Tasci(2005) didapati derajat kesiapan peserta e-learning berada pada tingkat ‘belumsiap namun hanya memerlukan sedikit persiapan untuk e-learning.
PENGARUH STRES KERJA, KOMPETENSI DAN DISIPLIN KERJA TERHADAP KINERJA KARYAWAN PADA PT SUMBER JAYA MOTOR Ernanda, Yovie; Chandra, Winnaryo; Felita, Klara; Herbert, Herbert; Sunarto, Marwin Hadi; Valensia, Novianty
Jurnal Warta Dharmawangsa Vol 14, No 2 (2020)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/wdw.v14i2.630

Abstract

Determining Strategies on Playing Badminton using the Knuth-Morris-Pratt Algorithm Lala Septem Riza; Muhammad Irfan Firmansyah; Herbert Siregar; Dian Budiana; Alejandro Rosales-Pérez
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 16, No 6: December 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v16i6.11554

Abstract

Mastery techniques in badminton game are a main ability that must be possessed by players. One part of these techniques is the strategy in proper shuttlecock placement, so that the opposing player is difficult to restore it. Therefore, this study aims to build a computational model and its implementation that are able to provide predictions/recommendations for trainers and players on determining strategies of shuttlecock’s placements and strokes. The proposed model takes into account historical game patterns that have been done by world class athletes. Then, string matching using the Knuth-Morris-Pratt algorithm and a clustering method are utilized to provide solutions to be some strategies on shooting the shuttlecock. The model is then implemented in the R programming language. Several experiments, involving 20 series of world matches collected as historical data, have been conducted to validate the system. From the results obtained, it can be concluded that the system can be used as an alternative tool for players and coaches to determine the strategy in the placement and strokes of shuttlecock on badminton game.
PENGEMBANGAN FRAMEWORK MOBILE LEARNING PADA PERTANIAN SAYURAN Erlangga Erlangga; Herbert Siregar; Yaya Wihardi
Jurnal Computech & Bisnis (e-Journal) Vol 13, No 2 (2019): Jurnal Computech & Bisnis
Publisher : STMIK Mardira Indonesia, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1391.864 KB) | DOI: 10.55281/jcb.v13i2.200

Abstract

In vegetable production, farmers face many obstacles, such as the problems related to seeds, pest and disease control, commodity prices, and marketing of produces. There is almost no useful information and technology easily accessible to improve the situation. With the better penetration of the Internet to the villages and the wide availability of inexpensive mobile devices, mobile learning provides a good solution. This study is aimed to create a mobile learning framework that provides information and interactive communication about vegetable production needed by farmers. The method used was instructional design of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Usability surveys of the proposed prototype to farmers, extension agents (field technical assistants), and researchers, result in 79.4%, 87.3%, and 87% satisfaction testing, respectively, in information needs fulfillment. Summative Testing in the aspect of User Acceptance Testing of validity and reliability indicated that the prototype could be used by farmers. Based on the assessment by experts, 87.3% of them agreed that the mobile learning framework for vegetable farming could provide learning information about vegetable production. Keywords: Mobile Learning, Mobile Learning Framework, Mobile Learning Agriculture, ADDIE (Analysis, Design, Development, Implementation, Evaluation)DOI: http://doi.org/10.5281/zenodo.3631040
Temu Kembali Citra Berbasis Konten Pada Citra Lintas Domain Yaya Wihardi; Herbert Siregar; Ali Mulyawan
Jurnal Computech & Bisnis (e-Journal) Vol 12, No 1 (2018): Jurnal Computech & Bisnis
Publisher : STMIK Mardira Indonesia, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55281/jcb.v12i1.169

Abstract

This research aimed to develop a cross domain content based image retrieval system by using Histogram of Oriented Gradient (HoG) features. To compute visual similarity, we use Gaussian Approximation for Fast Image Similarity (GAFIS), Online Algorithm for Scalable Image Similarity Learning (OASIS), and Hybrid method that combine both of GAFIS and OASIS. The results show that the hybrid method outperforms the others, it is because the methods could extract uniqueness of each image query and image database by utilizing Gaussian parameters from negative-set and combine it with OASIS parameters Keywords : Image Retrieval, CBIR, Gaussian Approximation, OASIS.
MANAJEMEN STRATEGI DI MASA PANDEMI COVID-19 Herbert Siregar; Agus Rahayu; Lili Adi Wibowo
Komitmen: Jurnal Ilmiah Manajemen Vol 1, No 2 (2020): KOMITMEN : Jurnal Ilmiah Manajemen
Publisher : FEBI UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/jim.v1i2.10316

Abstract

Esai ini bertujuan untuk mengklasifikasi berbagai strategi dan kebijakan yang diambil oleh perusahaan atau organisasi pada masa pandemi Covid-19 tahun 2019-2020. Kami mengumpulkan sejumlah  34 artikel yang berasal dari jurnal internasional dan mengelompokkannya sesuai dengan isu yang dihadapi. Klasifikasi yang dihasilkan sebanyak 20 bidang. Bidang yang paling sering muncul adalah bidang marketing diikuti dengan bidang hospitality, dan seterusnya hingga bidang supply chain. Simpulan yang paling dominan muncul di masing-masing artikel adalah organisasi harus berani melakukan perubahan terhadap strategi yang mereka gunakan dalam waktu yang sangat cepat.
Integrasi Sistem Data Pemilih Menggunakan Web Service dengan Metode Representational State Transfer (REST) Runi Dwi Hapsari; Asep Wahyudin; Herbert Siregar
JATIKOM: Jurnal Aplikasi dan Teori Ilmu Komputer Vol 3, No 1 (2020)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jatikom.v3i1.33210

Abstract

Teknologi informasi dan komunikasi yang saat ini sudah berkembang pesat di berbagai bidang menuntut suatu sistem untuk dapat mengolah dan menyajikan data sehingga menghasilkan informasi dengan cepat dan akurat. Bidang pemerintahan adalah salah satu yang memanfaatkan perkembangan teknologi informasi untuk meningkatkan kualitas di lembaga pemerintahan seperti Komisi Pemilihan Umum (KPU). Salah satu cara untuk meningkatkan kualitas tersebut adalah dengan memanfaatkan teknologi informasi dalam melakukan pengolahan data pemilih dan memberikan informasi data pemilih kepada masyarakat. Satu kemajuan teknologi yang dapat mengatasinya adalah dengan mengimplementasikan teknologi web service dengan metode Representational State Transfer (REST) yang bertujuan untuk memungkinkan dilakukannya pengecekan data transaksi secara terpusat walaupun Komisi Pemilihan Umum (KPU) memiliki database yang berbeda-beda di dalam website yang berbeda-beda pula. Pada penelitian ini penulis dapat menghasilkan sebuah website yang bersifat terpusat dengan memanfaatkan web service metode REST dalam proses pengambilan datanya yang bertujuan untuk menggabungkan atau menyatukan data-data tersebut walaupun berasal dari database yang berbeda-beda.
Designing Augmented Reality-Based Learning Multimedia Using Demonstration Methods to Improve Student Cognition in Basic Computer and Network Subjects Alvon Fadilah; Wawan Setiawan; Herbert Siregar
Jurnal Guru Komputer Vol 3, No 2 (2022): JGrKom: September 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i2.31847

Abstract

Basic Computer and Network subjects are compulsory subjects for the Computer and Network Engineering expertise program for class X. There are problems found during learning activity in this subject, such as less effective learning methods, the lack of variety in multimedia used by educators, a lack of understanding and student activeness in the learning process are. The aim of this study is to demonstrate a learning method assisted by multimedia learning based on Augmented Reality to determine the cognitive enhancement of students on the anatomy of computer hardware parts. This study used the Comprehensive Life Cycle model (SHM or Siklus Hidup Menyeluruh) model with students of the X grade Computer and Network Engineering Skills Program at SMK Harapan 1 Rancaekek as the sample. The results obtained from this study are: 1) Multimedia learning has obtained a percentage value of 87.32% which is interpreted "Very Good" by media experts. 2) Multimedia learning can improve students' cognitive and obtained an average gain value of 0.65 with the effectiveness criteria "Medium". 3) Students gave good responses to the multimedia created and the assessments of multimedia made an average percentage score of 86,16% is categorized as "Strongly Agree".